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Author Topic: A New Project: Dwarf Fortress P&P system  (Read 5305 times)

mainiac

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Re: A New Project: Dwarf Fortress P&P system
« Reply #15 on: January 27, 2009, 01:20:54 am »

Wow, they distribute the rules in latex format? :D

Fudge is versatile.  It will fill any need...
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Ioric Kittencuddler

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Re: A New Project: Dwarf Fortress P&P system
« Reply #16 on: January 27, 2009, 01:42:51 am »

Great, now someone who already knows how to use it should run a game and teach the rest of us! ;D
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Ampersand

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Re: A New Project: Dwarf Fortress P&P system
« Reply #17 on: January 27, 2009, 03:06:08 am »

Thing is, the game isn't a ruleset. It's ruleset for creating a ruleset.
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Roundabout Lout

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Re: A New Project: Dwarf Fortress P&P system
« Reply #18 on: January 27, 2009, 08:01:28 pm »

*AHEM*
http://www.bay12games.com/forum/index.php?topic=24216.0
Sorry to be a bastard.

Anyway, a few of us are playing a DF based game in GURPS, and have brought up putting together a DF GURPS ruleset, resources, etc.
That said, the game's been a blast :D

I'd like to see rules for Fudge; I haven't looked at that system in a while, so I'm looking at the rest of you to come up with something!  :)
« Last Edit: January 27, 2009, 08:20:07 pm by yougiedeggs »
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Sowelu

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Re: A New Project: Dwarf Fortress P&P system
« Reply #19 on: January 27, 2009, 08:09:02 pm »

I'm going to point out something kinda unpopular; one big advantage of hit point systems is that they're fast and don't take many die rolls or much paperwork.  I mean, Battletech is a lot of fun but it's even more fun (even turnbased) when a computer does all the number crunching.  A game like P&P DF would be fun, but it'd be even MORE fun to have a computer do the hard work...see what I'm getting at?

>.>

Also, it's no fun to have your character bedridden for months after taking a nasty wound.
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ductape

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Re: A New Project: Dwarf Fortress P&P system
« Reply #20 on: January 28, 2009, 02:14:48 am »

The hitpoint system is great for people who want more role-play  and less roll-play. The system was meant to go along with imagination and spontenaity. Thats said, my next points, which is actually an idea.

What if each players character was actually the fort. Weird? Let me illustrate my idea and this is something I have been thinking about for years, though not exactly related to DF.

My original concept was for a regular sized group of players, but instead of each person playing a character or two, they actually played a whole adventuring party. Each character of the party would actually be a streamlined set of traits and skills/abilities. The actual full set of abilities would be comprised from the party as a whole. The player would be challenged to form up the best party for particular purposes, or be forced to get by with what they have. For example, you could go for the well balanced group, or for the specialized group such as a pack of rogues or a coterie of wizards.

Now, each player sitting at the table would engage in bigger picture adventures. Maybe the Kings guard must escort the wizards to the front lines of the war. Perhaps they enlist a pack of rogues as scouts. Along the way an adventuring party, down on their luck from their last dungeon stomp, decides to earn some coin fighting for the king.

Now how does this apply to DF? Well in a live game it would be best to have everyone on the same side. So different squads in the fort for example. Maybe one player plays the nobles (the red shirts!). Whatever makes sense.

In a forum or IRC based game, maybe each player could play their own fort. Some would be cooperative, others would not. Politics ensue. Many tantrums will be had. Trade and such would be fun too i guess.

And yes, i say create a little script to handle the combat rolls, locations and effects. Log results in a spreadhseet, a record for each dorf. Maybe have a script for a dorf generator also, log those when they are born or imigrate.

The fun part is the role-play. Otherwise we can just load up DF.
« Last Edit: January 28, 2009, 02:16:50 am by ductape »
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beorn080

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Re: A New Project: Dwarf Fortress P&P system
« Reply #21 on: January 28, 2009, 02:30:52 am »

Sounds somewhat like paranoia. I like it.
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Ioric Kittencuddler

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Re: A New Project: Dwarf Fortress P&P system
« Reply #22 on: January 28, 2009, 04:28:22 am »

Isn't Paranoia that game where roll new characters?
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Neonivek

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Re: A New Project: Dwarf Fortress P&P system
« Reply #23 on: January 28, 2009, 09:07:23 am »

Isn't Paranoia that game where roll new characters?

Paranoia is a game based on the fact that your meer existance up to the point where you could be controlled by the Player is a miracle in it of itself. You quite litterally live in a world that simply wants you dead.
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Sergius

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Re: A New Project: Dwarf Fortress P&P system
« Reply #24 on: January 28, 2009, 09:27:36 am »

I'm gonna have to recommend Fudge RPG also. It already has stats with the word Legendary on them ;)


Now, the normal combat in Fudge is usually not very lethal (but it's not about chipping away Hitpoints either, usually two or three decent wounds and you're out), but maybe some changes can be made or even a completely new one could be made. Fudge itself just has a "sample" combat system (pretty much every "system", such as magic, combat, healing, etc in the Fudge rulebook is just a suggestion), and there's quite a bunch of different combat systems ranging from a ripoff of D&D hitpoints to complex wounding mechanics.

For those who don't know and are too lazy to read the first two pages of the FREE fudge rules, available in HTML, PDF, and a bunch of other formats, Fudge uses an adjective scale of stats & traits, and you roll some weird dice that give you values from -4 to +4 (VERY heavily weighted to the middle, so +1 to -1 is far more likely) and you use that to modify your skill, so if you're "good" at weaponsmith, and roll a +1, you get a "great" result. If you roll a -2 you get a "mediocre" result, and so on. So you can use that resulting adjective and make it whatever you like in a subjective way (you made a Great quality weapon) or maybe you had set a target for success (this door is hard, so you need a great or better roll to lockpick it).

Everything else is flavor.
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Sergius

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Re: A New Project: Dwarf Fortress P&P system
« Reply #25 on: January 28, 2009, 09:29:31 am »

Thing is, the game isn't a ruleset. It's ruleset for creating a ruleset.

That's what makes it so appropriate... in a way, you *already* have a ruleset (Dwarf Fortress, with its list of attributes and skills), so you just fill in the blanks since Fudge doesn't provide you with a fixed list of these but encourages you to make up your own.
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Granite26

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Re: A New Project: Dwarf Fortress P&P system
« Reply #26 on: January 28, 2009, 01:20:04 pm »

1:  DF Uses HP, they are just by Body Part, and encapsulated in the colors.  Any system that uses decreased efficiency by damage does this.  (I.E. Arm HP = 30, first 5 are Light Grey and take 5 seconds to heal 1 point, second 5 are yellow and require 1 hour to heal 1 point, ad nauseum)

2:  Nay-Saying:  The beauty of DF is that it takes everything to the extreme, computation-wise.  It literally IS what all the systems in your typical RPG are trying to simulate.  What makes it special is it's complexity, and any PnP system would per-force destroy it.

mainiac

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Re: A New Project: Dwarf Fortress P&P system
« Reply #27 on: January 28, 2009, 02:12:24 pm »

A pen and paper wouldn't need to emulate DF, it would just need to capture the flavor.

You couldn't model the odds or effects of breaking your third finger left hand.  But you could throw in a chance of that injury happening for no reason.  Only the really big injuries would need to actually do anything.  But it would still be dwarfy.
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beorn080

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Re: A New Project: Dwarf Fortress P&P system
« Reply #28 on: January 28, 2009, 02:22:40 pm »

So long as damage is accurately modeled for every single item in the game, I think DFPnP will be a success. That includes floodgates, thongs, socks, coins, babies, flies, vomit, wolf heads, and cats. Though being hit with a cat should be a slow spell and not actual damage since collision between creatures isn't implemented yet.
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puke

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Re: A New Project: Dwarf Fortress P&P system
« Reply #29 on: January 28, 2009, 06:30:27 pm »

I was thinking about starting some sort of DF based game, and borrowing from Ars Magica.  It has its own signficant "fortress building" sort of rules, the ability to handle major and minor characters which they call "troupe play" and a simple system for dealing with long-term projects that span seasons.

I'd probalby opt to change the mechanics for something more like M&M or True20, which are wound based rather than HP based, but still play incredibly quickly.  dont know if i'll ever get it off the ground, but the idea is fun.
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